fix(logic/service/fight): 修正状态效果判断逻辑中的类型转换问题
将 StatEffect_Exist 方法的参数类型从 int 改为 info.EnumPetStatus, 并在调用 GetEffect 时进行显式类型转换,以提高代码可读性和类型安全性。 同时清理了部分冗余的类型转换调用。
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42
logic/service/fight/effect/effect_95.go
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42
logic/service/fight/effect/effect_95.go
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package effect
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import (
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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)
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/**
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* 对手处于睡眠状态时,致命一击率提升n/16
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*/
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func init() {
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input.InitEffect(input.EffectType.Skill, 95, &Effect95{})
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}
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type Effect95 struct {
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node.EffectNode
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}
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func (e *Effect95) Skill_Hit_Pre(a, b *action.SelectSkillAction) bool {
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if !e.Hit() {
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return true
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}
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//fmt.Println(e.Ctx().SkillEntity)
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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if !e.Ctx().Opp.StatEffect_Exist(input.StatusSleep) {
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return true
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}
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e.Ctx().SkillEntity.CritRate += e.Args()[0]
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return true
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}
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